Location:
The adventure begins on Denotam (Vilis, Spinward Marches 1413) but covers much
of the Vilis subsector.
Patron:
Shalmar Sulankin, a corporate officer of Denotam Traders, LLC; a subsector-wide
shipping line.
Mission:
A recent string of ship losses to piracy is threatening Denotam Traders with
the loss of important mail contracts. The company can replace the ships but not
the revenue from the mail runs, they are critical to the company’s budget; without
them DT goes under. The company wants to avoid this, and hires the PCs to
discover why the sudden increase in ship losses has happened. If the PCs can
directly stop it, they are directed to do so; otherwise they report back to the
company and let them handle it. The company wants to keep the ship losses
secret to avoid upsetting the local stock market and causing them more
headaches.
Complications:
There is no easy solution to this problem. The PCs start from near zero in
terms of information to go on. NPCs that have knowledge that would help the PCs
will be reluctant to share it. There are parties who do not want the problem
resolved.
Payoff:
Sulankin offers Cr 25,000 to each PC if they can find a solution to the
problem.
Strong
Points: The adventure text states that
the solution hinges upon “asking good questions”, so player skill is front and
center, as it should be. No part of this adventure is simple; gaining information alone is not
enough to solve this problem. The closer the PCs get to the answer, the more
danger they are in, from the elements that don’t want this puzzle solved. The
search for clues is not time-constrained; the referee has the flexibility to
put in random encounters and side adventures without derailing the main plot.
Weak
Points: I can’t think of any. When I first read this Amber Zone I was
unimpressed, but with repeat readings and closer inspection, I realized that this
is a solid adventure outline, enough direction for the referee to not get lost,
but still with freedom to take more than one approach.
What
I'd change: Nothing about this adventure needs changing. If I were running it, I'd flesh out some NPCs and the like, but there are no elements missing as it's written.
In
My Traveller Universe: The plot assumes a shipping line with freedom to move
between several systems, but with unfriendly elements not too far away. The Big
Four are too well defended against piracy, so I’ll move to the Kamarov
Republic. They are on bad terms with the Unionists next door, who might be
responsible for the piracy.
Map:
This adventure takes place in the Vilis subsector, so a map of the subsector is
needed. Try The Traveller Map. Ship
deck plans will also be useful, the referee can use whatever plans are
available – no specific ship types are called for by the adventure.
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